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Fiendish Medium Monstrous Scorpion (Summon Monster II)

Scorpion
NE Medium Magical Beast (Augmented Vermin, Extraplanar)
Init +0; Senses Darkvision 60', Tremorsense 60'; Listen +0, Spot +4
Languages Infernal or Abyssal

AC 14 (+4 natural), touch 10, flat-footed 14
hp 13 (2 HD)
SR 7
Resist Cold 5, Fire 5
Fort +5, Ref 0, Will 0
Speed 40 feet
Melee 2 Claws +2 (1d4+1) and Sting -3 (1d4 plus poison)
Base Atk +1; Grp +2
Atk Options smite good (1/day)

Abilities Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2
SQ vermin traits
Feats
Skills Climb +5, Hide +4, Listen +0, Spot +4
Skills: +4 racial bonus on Climb, Hide, and Spot checks.
Constrict: A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab: To use this ability a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison: Fortitude DC 13, damage 1d3 Con. The save DC is Constitution-based.
Smite Good (1/day): make a normal melee attack to deal 2 points extra damage against a good foe.
Vermin Traits: Note that a fiendish vermin (by virtue of gaining the fiendish template) gains an Intelligence score of 3, and thus loses it's 'Mindless' quality. It is not immune to mind-affecting effects.

CR 1

Encounter Treasure

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Race keywords: Fiendish, Fiendish, Monstrous Scopion, Monstrous Scorpion, Monstrous Scorpion, Fiendish
Class keywords: Summon Monster II
Sourcebooks: Monster Manual

— Contributed by Guild Lieutenant Guildmaster

 

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